Difference between revisions of "Talk:Rearming"

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m (oops meant re-arming not rate of fire)
(Left weapon reloads before right, yes. Don't want too many missiles being shuffled around the Hangar. As for TFTD table, not yet, but I'll see if I can do it this weekend.)
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: Sorry, I meant to say the '''re-arming''' rates. :( [[User:Spike|Spike]] 13:05, 11 October 2008 (CDT)
 
: Sorry, I meant to say the '''re-arming''' rates. :( [[User:Spike|Spike]] 13:05, 11 October 2008 (CDT)
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::Not as yet, since I did that table myself, did not redo the research for TFTD, and haven't seen anything uploaded.  However, I would figure it would be similar.  In UFO, it basically boils down to weapons with lots of shots(cannons) reload 100 rounds per hour, and weapons with few shots(missile racks) reload 1 round per hour.  So I suspect the Craft Gas Cannon and Sonic Oscillator would reload 100 shots per hour, the PWT Launcher and Torpedo racks 1 torpedo per hour.  The Gauss Cannon would be enigmatic, but I figure it'd still reload at the same 100/hr rate(Capping at 50, obviously).  I'll see if I can squeeze it in this weekend.
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::As for weapon reloading, it's clear in other articles but I didn't restate it here...X-COM only reloads one weapon at a time.  First it loads the left weapon until it is either full or it lacks sufficient ammo to finish, then it moves onto the right weapon and does the same thing.  (This would be the reason why twin Stingray Launchers may be the second worst loadout in the game(behind twin Cannons).  Because two fully depleted Stingrays take '''TWELVE HOURS''' to reload and then one more for final systems check, which means that a really pressed [[Interceptor]](Let's face it, no one mounts Stingrays on the advanced craft) could be out of service for nearly a day and a half.)  Also, from a logic standpoint, the reloading one weapon at a time makes sense; you don't want to be shuffling too many missiles around the Hangar at one time, especially considering the fact that Fusion Balls are clearly nuclear ordnance and dropping one means lots of people suddenly have a really bad day.  Who knows, maybe OSHA still has jurisdiction over X-COM! ;)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:07, 11 October 2008 (CDT)

Revision as of 23:07, 11 October 2008

When there is not enough ammos to rearm the left weapon, bit 4 (mask 00001000) of offset 100 in CRAFT.DAT is set to one. bit 5 is used for right weapon. Can someone check this? Seb76 10:04, 16 February 2008 (PST)

I noticed that if weapons are of the same type, the left weapon loads fully before the right weapon starts to load, even if you try to force the right weapon to load by removing and then restoring the right weapon.
By the way, is there a data table somewhere with the reload rates for TFTD sub weapons? Spike 10:00, 11 October 2008 (CDT)

Do you mean the table at the Sub Armaments page? --Zombie 12:03, 11 October 2008 (CDT)

Sorry, I meant to say the re-arming rates. :( Spike 13:05, 11 October 2008 (CDT)
Not as yet, since I did that table myself, did not redo the research for TFTD, and haven't seen anything uploaded. However, I would figure it would be similar. In UFO, it basically boils down to weapons with lots of shots(cannons) reload 100 rounds per hour, and weapons with few shots(missile racks) reload 1 round per hour. So I suspect the Craft Gas Cannon and Sonic Oscillator would reload 100 shots per hour, the PWT Launcher and Torpedo racks 1 torpedo per hour. The Gauss Cannon would be enigmatic, but I figure it'd still reload at the same 100/hr rate(Capping at 50, obviously). I'll see if I can squeeze it in this weekend.
As for weapon reloading, it's clear in other articles but I didn't restate it here...X-COM only reloads one weapon at a time. First it loads the left weapon until it is either full or it lacks sufficient ammo to finish, then it moves onto the right weapon and does the same thing. (This would be the reason why twin Stingray Launchers may be the second worst loadout in the game(behind twin Cannons). Because two fully depleted Stingrays take TWELVE HOURS to reload and then one more for final systems check, which means that a really pressed Interceptor(Let's face it, no one mounts Stingrays on the advanced craft) could be out of service for nearly a day and a half.) Also, from a logic standpoint, the reloading one weapon at a time makes sense; you don't want to be shuffling too many missiles around the Hangar at one time, especially considering the fact that Fusion Balls are clearly nuclear ordnance and dropping one means lots of people suddenly have a really bad day. Who knows, maybe OSHA still has jurisdiction over X-COM! ;) Arrow Quivershaft 18:07, 11 October 2008 (CDT)